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@Spectre01 By my count the project has 4 maps completed, 4 Wip and 1 status unknown. I don't think finishing the project is going to be an issue and I'm sure Mr confetti will be around at some point and if he's not, then we can cross that bridge when it comes.

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@Angry Saint Just played through, took me 17 mins on HMP with 88% kills.

The map layout is excellent and nicely detailed, you have some great curves going on! Only 88% kills as one of the fights I had to run from, to many barons and I hadn't found the missile launcher so I scarpered! I was stuck getting the red key, until it dawned on me that the crates are a mini crate maze :-)

Only one issue after the red key the stairs didn't work properly (pic included).

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@Angry Saint Just played through, took me 17 mins on HMP with 88% kills.

The map layout is excellent and nicely detailed, you have some great curves going on! Only 88% kills as one of the fights I had to run from, to many barons and I hadn't found the missile launcher so I scarpered! I was stuck getting the red key, until it dawned on me that the crates are a mini crate maze :-)

Only one issue after the red key the stairs didn't work properly (pic included).

Nice map, a bit tough not nearly as tough as Spectre01's map.

Good work.

The "build stairs" is something I never get to work correctly. I think I will substitute it with something else.

It should be possible to defeat the three baron in the "flesh" section of the map only with the shotgun and chaingun, the rocket launcher is optional.

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@Angry Saint No problem! Happy to help. The stair builder I think is messing up due to the player being able to cross 2 lines at the same time, if you make it so the player can only grab the key from one direction then it should work fine.

I probably could kill the 3 barons in the flesh area with what I had, however it was everything else as well that made me run off, I'm not the best of players tbf.

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First of all, the visuals are excellent! Great curved design for both the techbase and corrupted flesh sections. Layout/progression was good too, with height variation and all that jazz. I noticed a HOM behind the raised stairs, as pictured above, and a couple misaligned textures.

I felt like the actual combat was the weakest part. Aside from groups of Shotgunners, the enemies don't pose much threat, and there really isn't anything to surprise the player. As you can see from my FDA, the only time I took any real damage was at the start when I dropped down next to some Shotgunners. The presence of ledges also creates situations where monsters can bunch up and infinite height block you. That was the case with the Shotgunners/Imps near the start and then some Pinkies later on. There is also not much health at the start, so if you get chunked by Shotgunners it will take a while to recover. I would suggest adding some Stimpacks and placing a Green Armour earlier in the map.

Considering the classic E1 arsenal here, the Barons and Cacos mostly end up being time sinks as you slowly shotgun/chaingun them down. The 3 Barons mentioned above required some slight strafing while spending most of my 50 shells. I would suggest either being generous with rockets and adding plasma, or cutting some of the beefy dudes in exchange for Imps and Shotgunners. The combat is also nearly full-frontal; so you end up walking forward and slowly shooting enemies as they appear. The Mastermind at the end was cool for cinematic purposes, but there wasn't much tension with being able to hug the wall and only 2 Barons threatening you.

I'm not suggesting to make the map hard, but to change the monster placement in a way that puts some pressure on the player from several directions. Hope some of that was useful!

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it contains only monsters, weapons and power-ups that would be in the IWAD e1m6

Because of the second point, it may be worth moving the map to an earlier slot; probably to before any map that features the cell weapons (which may be all of the others?). While I certainly don't think the map is easy from a pistol start, and should handle continuous play with e1 weapons OK, it certainly won't present much challenge to a continuous player with a plasma gun.

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Cool map @Capellan ! Here is a ~17 minute FDA where I mash "use" on everything. Managed to find 5/7 of the secrets. e1m6_S01_FDA.zip

Very good E1-style map, which manages to be engaging and presents a fun challenge with only the basic enemies. Visuals are nice and the layout is interesting. Good amount of non-linearity and verticality. I did feel like health was at a premium, but then again I didn't take too much damage to need more.

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@Capellan Just had a play through, very nice e1 style map. Didn't find any issues to mention so that's good, only thought being the specter at the end was kind of useless. Health was a bit tight, however had enough to get through ok in the end. Didn't use the rocket launcher as I was happy enough with shotgun and chaingun. Good work! A very enjoyable map.

I'm hoping to have my map ready for play testing either tonight or tomorrow, just on enemy placement atm. I've noticed that the maps so far have a rather large enemy content so I am trying to keep my level consistent, however its not really my style, so enemy placement might need tweaking/attention.

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ere's an FDA in 8:45. (Pace of play is fast but I gave a lot of that back getting lost for a few minutes. :P My mouse's sensor is not playing well with my mouse pad so there are some unintended 90-degree flips.)

+ Nice visuals and layout.

+ Ubiquity of low-tiers and barrels suits weak weaponry well.

- Cramped scale combined with lots of small changes in height variation sometimes makes maneuvering awkward in classic ports. ZDoom ports will smooth out movement on bumpy floors a lot so I imagine it's not an issue there, but that type of design isn't ideal in classic ports.

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As @rdwpa said, good visuals/layout/gameplay. I had no issues with the bumpy floors though, and really liked the craters outside. Gave a nice feel of the base being under attack. I did notice one stuck Zombieman to the right of the exit. It's at the very end of my demo, where I manage to find him due to infinite height. Didn't notice anything weird otherwise except...

4 hours ago, Liberation said:

Its on the m1 slot, doesn't use any rocket/cell weapons or ep2 monsters.

There was a surprise Baron in one of the rooms! This does seem like a good candidate for the e1m1 slot though; followed by @Capellan 's map which includes a Rocket Launcher.